8dd013171c
Added support for texture cube maps in FBO + CameraNode.
207 lines
7.7 KiB
C++
207 lines
7.7 KiB
C++
#include <osg/Texture2D>
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#include <osg/Material>
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#include <osg/LightSource>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/ShapeDrawable>
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#include <osg/CameraNode>
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#include <osg/TexGenNode>
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#include <osg/Notify>
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#include <osg/io_utils>
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#include "CreateShadowedScene.h"
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using namespace osg;
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class UpdateCameraAndTexGenCallback : public osg::NodeCallback
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{
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public:
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UpdateCameraAndTexGenCallback(const osg::Vec3& position, osg::CameraNode* cameraNode, osg::TexGenNode* texgenNode):
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_position(position),
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_cameraNode(cameraNode),
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_texgenNode(texgenNode)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// first update subgraph to make sure objects are all moved into postion
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traverse(node,nv);
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// now compute the camera's view and projection matrix to point at the shadower (the camera's children)
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osg::BoundingSphere bs;
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for(unsigned int i=0; i<_cameraNode->getNumChildren(); ++i)
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{
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bs.expandBy(_cameraNode->getChild(i)->getBound());
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}
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_cameraNode.get()<<std::endl;
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return;
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}
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float centerDistance = (_position-bs.center()).length();
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float znear = centerDistance-bs.radius();
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float zfar = centerDistance+bs.radius();
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float zNearRatio = 0.001f;
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if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
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float top = (bs.radius()/centerDistance)*znear;
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float right = top;
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_cameraNode->setReferenceFrame(osg::CameraNode::ABSOLUTE_RF);
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_cameraNode->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
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_cameraNode->setViewMatrixAsLookAt(_position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
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// compute the matrix which takes a vertex from local coords into tex coords
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// will use this later to specify osg::TexGen..
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osg::Matrix MVPT = _cameraNode->getViewMatrix() *
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_cameraNode->getProjectionMatrix() *
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osg::Matrix::translate(1.0,1.0,1.0) *
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osg::Matrix::scale(0.5f,0.5f,0.5f);
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_texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
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_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
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}
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protected:
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virtual ~UpdateCameraAndTexGenCallback() {}
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osg::Vec3 _position;
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osg::ref_ptr<osg::CameraNode> _cameraNode;
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osg::ref_ptr<osg::TexGenNode> _texgenNode;
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};
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osg::Group* createShadowedScene(osg::Node* shadower,osg::Node* shadowed,const osg::Vec3& lightPosition,float radius,unsigned int unit)
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{
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osg::Group* group = new osg::Group;
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// add light source
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{
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osg::LightSource* lightSource = new osg::LightSource;
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lightSource->getLight()->setPosition(osg::Vec4(lightPosition,1.0f));
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lightSource->getLight()->setLightNum(0);
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group->addChild(lightSource);
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osg::Geode* lightgeode = new osg::Geode;
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lightgeode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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lightgeode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(lightPosition,radius)));
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group->addChild(lightgeode);
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}
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osg::Vec4 ambientLightColor(0.2,0.2f,0.2f,1.0f);
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// add the shadower and shadowed.
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group->addChild(shadower);
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group->addChild(shadowed);
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unsigned int tex_width = 512;
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unsigned int tex_height = 512;
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setTextureSize(tex_width, tex_height);
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texture->setInternalFormat(GL_RGB);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
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texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
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texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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// set up the render to texture camera.
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{
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// create the camera
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osg::CameraNode* camera = new osg::CameraNode;
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camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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// set viewport
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camera->setViewport(0,0,tex_width,tex_height);
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// set the camera to render before the main camera.
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camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::CameraNode::COLOR_BUFFER, texture);
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// add subgraph to render
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camera->addChild(shadower);
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osg::StateSet* stateset = camera->getOrCreateStateSet();
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// make the material black for a shadow.
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osg::Material* material = new osg::Material;
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material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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material->setEmission(osg::Material::FRONT_AND_BACK,ambientLightColor);
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material->setShininess(osg::Material::FRONT_AND_BACK,0.0f);
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stateset->setAttribute(material,osg::StateAttribute::OVERRIDE);
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group->addChild(camera);
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// create the texgen node to project the tex coords onto the subgraph
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osg::TexGenNode* texgenNode = new osg::TexGenNode;
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texgenNode->setTextureUnit(unit);
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group->addChild(texgenNode);
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// set an update callback to keep moving the camera and tex gen in the right direction.
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group->setUpdateCallback(new UpdateCameraAndTexGenCallback(lightPosition, camera, texgenNode));
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}
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// set the shadowed subgraph so that it uses the texture and tex gen settings.
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{
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osg::StateSet* stateset = shadowed->getOrCreateStateSet();
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stateset->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
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}
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// set hud to render shadow texture, just for interest
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{
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osg::Geode* geode = new osg::Geode;
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osg::Geometry* geom = osg::createTexturedQuadGeometry(osg::Vec3(0,0,0),osg::Vec3(100.0,0.0,0.0),osg::Vec3(0.0,100.0,0.0));
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geom->getOrCreateStateSet()->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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geom->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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geode->addDrawable(geom);
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osg::CameraNode* camera = new osg::CameraNode;
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// set the projection matrix
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camera->setProjectionMatrix(osg::Matrix::ortho2D(0,100,0,100));
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// set the view matrix
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrix(osg::Matrix::identity());
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camera->setViewport(50,50,100,100);
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// only clear the depth buffer
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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// draw subgraph after main camera view.
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camera->setRenderOrder(osg::CameraNode::POST_RENDER);
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camera->addChild(geode);
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group->addChild(camera);
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}
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return group;
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}
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